#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 qt_texCoodr;


uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec2 qt_TexCoord0;
out vec3 modelvertex;

void main()
{
    mat3 mat;
    mat[0]=model[0].xyz;
    mat[1]=model[1].xyz;
    mat[2]=model[2].xyz;
    modelvertex=mat*aPos;

    qt_TexCoord0=qt_texCoodr;
    gl_Position = projection * view * model * vec4(aPos, 1.0);
}
